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Rewritten SandSimulator to use direct chunk access; and sand falling on torches now creates a pickup.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1240 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2013-03-02 19:57:09 +00:00
parent cadf97a70a
commit 6744738a85
8 changed files with 287 additions and 93 deletions

View File

@@ -3,15 +3,17 @@
#include "FallingBlock.h"
#include "World.h"
#include "ClientHandle.h"
#include "Simulator/SandSimulator.h"
cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType)
: super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f)
, m_BlockType(a_BlockType)
, m_OriginalPosition(a_BlockPosition)
cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) :
super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f),
m_BlockType(a_BlockType),
m_BlockMeta(a_BlockMeta),
m_OriginalPosition(a_BlockPosition)
{
}
@@ -21,7 +23,7 @@ cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_Block
void cFallingBlock::Initialize(cWorld * a_World)
{
super::Initialize( a_World );
super::Initialize(a_World);
a_World->BroadcastSpawn(*this);
}
@@ -44,13 +46,34 @@ void cFallingBlock::Tick(float a_Dt, MTRand & a_TickRandom)
m_Speed.y -= MilliDt * 9.8f;
m_Pos.y += m_Speed.y * MilliDt;
// GetWorld()->BroadcastTeleportEntity(*this); // Testing position
Vector3i BlockPos( m_OriginalPosition.x, (int)(m_Pos.y - 0.5), m_OriginalPosition.z);
if (!IsPassable(GetWorld()->GetBlock(BlockPos)))
// GetWorld()->BroadcastTeleportEntity(*this); // Test position
int BlockX = (int)m_OriginalPosition.x;
int BlockY = (int)(m_Pos.y - 0.5);
int BlockZ = (int)m_OriginalPosition.z;
if (BlockY < 0)
{
Destroy();
GetWorld()->SetBlock(BlockPos.x, BlockPos.y + 1, BlockPos.z, m_BlockType, 0);
// Fallen out of this world, just continue falling until out of sight, then destroy:
if (BlockY < 100)
{
Destroy();
}
return;
}
if (BlockY < cChunkDef::Height - 1)
{
BLOCKTYPE BlockBelow = GetWorld()->GetBlock(BlockX, BlockY, BlockZ);
if (
cSandSimulator::DoesBreakFallingThrough(BlockBelow) || // Fallen onto a block that breaks this into pickups (e. g. half-slab)
!cSandSimulator::CanContinueFallThrough(BlockBelow) // Fallen onto a solid block
)
{
cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
Destroy();
return;
}
}
}